Re: [Pingus-Devel] Pingus

2018-05-22 Thread Wuzzy
It seems like this game has not seem much love for a long time.

It's a bummer, because the game is already pretty playable and doesn't
seem to have many bugs left.

I believe there might not be much left for releasing 1.0.0. Maybe I'll
write about this soon on this mailing list.

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Re: [Pingus-Devel] Pingus-Devel Digest, Vol 119, Issue 6

2017-01-29 Thread Cameron Barratt
Cool , I'll check it out and get back to you

Regards
Cameron Barratt
On 22 Jan 2017 19:00,  wrote:

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>1. Re:  A new level with reflective lighting (Joshua M Dye)
>
>
> --
>
> Message: 1
> Date: Sun, 22 Jan 2017 08:02:36 -0800
> From: Joshua M Dye 
> To: pingus-devel@nongnu.org
> Subject: Re: [Pingus-Devel] A new level with reflective lighting
> Message-ID: <39c8d485-8fc3-46d5-b29d-be4f426a8...@gmail.com>
> Content-Type: text/plain; charset="utf-8"
>
> Progress is stalled on Pingus.  If I sill had git access, I would add you
> to the project, but that didn't seem to get transferred from Google Code.
> It might be worth it to fork pingus
>
> On January 20, 2017 7:12:11 PM PST, tl...@hushmail.com wrote:
> >Since I haven't received any response from my previous e-mail, I
> >thought it might help if you were able to view a couple new levels (I
> >just completed). You might note, how the reflective lighting truly
> >enhances the game and is attractive to younger players. Simply play it
> >through the editor - I'd suggest not changing anything until you've
> >seen it in the play mode.
> >
> >I think it's obvious (by viewing in the editor) how the reflective
> >lighting is created and the difference between it and the standard
> >view of Pingus levels. I have created a level set of approx. 40 games,
> >all of which use the reflective lighting. Please notify me should you
> >wish a copy of both the level set file and the individual levels.
> >
> >I used a Linux (Mint 18) PC to create the reflective lighting games
> >and have even tested them on a lower resolution monitor. Could use
> >some help with beta testing and visual testing for any errors.
> >However, all the games with reflective lighting have been played (with
> >positive feedback) by my 4 grandchildren and their friends. Of course,
> >they use the levelsets option at Pingus startup so they don't worry
> >about the editor.
> >
> >I would appreciate any feedback.
> >
> >Respectfully
> >Mac
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Re: [Pingus-Devel] Pingus moved to Github

2015-03-23 Thread Fòram na Gàidhlig
Sgrìobh Ingo Ruhnke na leanas 23/03/2015 aig 12:56:
 On Wed, Mar 18, 2015 at 7:27 AM, Ingo Ruhnke grum...@gmail.com wrote:
 Issues are converted as well, but attachment might get lost in a few
 month, as the Issue exporter links to the old ones on Google, instead
 of including them on GitHub. Haven't yet looked into ways to solve
 that.

I think the root problem here is that GitHub only allows the attachment
of images to issues. Other file types are not supported.

https://stackoverflow.com/questions/10963205/how-to-attach-file-to-a-github-issue

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Re: [Pingus-Devel] Pingus levels

2013-07-27 Thread Marcin Kocur
2013/7/27, Wuzzy wuz...@mail.ru:
 Hi Cameron.
 I am glad you created these levels because Pingus needs levels, levels,
 levels!
 I already solved all of them expect Ice level 3. They were relatively
 easy to solve but still enyojable, so thanks. :-)

 But I want you to point out three typical beginner mistakes you made:

 1) Placing background objects all over the level.
 Actually you just need one of it. It gets repeated automatically.
 Placing more than one background object does usually not gain you
 anything, the Pingus software just becomes slower and slower.

 2) Placing more than one snow weather object: No matter how many
 additional snow weather objects you place, you won’t get more snow.

 3) Placing liquid objects one-at-a-time.
 There is a much better way to do this. Did you notice that there’s a
 field called “repetitions” (or something like that) if you have
 selected a liquid object? Enter a number here and the
 water object repeats exactly that many times to the right. That way
 it’s much easier to handle lots of liquid. :-)

 However, these beginner mistakes are all trivially easy to solve.
 1) remove the duplicate background objects
 2) remove the duplicate weather objects
 3) simply use repitition :-)

 I already fixed these problems by myself. In the attachment you find
 slightly altered versions of your levels in which the issues I pointed
 just out have been fixed.

 So long.
 --
 Wuzzy
 XMPP: wuz...@jabber.ccc.de
 E-Mail: wuz...@mail.ru



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Re: [Pingus-Devel] Pingus levels

2013-07-27 Thread Marcin Kocur
Sorry for the first message, I have misstapped on my phone. How do you
open custom levels? There was something like pingus -l level in legacy
versions but now command line seems to not accept any arguments.

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Re: [Pingus-Devel] Pingus levels

2013-07-27 Thread Ingo Ruhnke
On Sat, Jul 27, 2013 at 7:20 PM, Marcin Kocur marcin2...@gmail.com wrote:

 Ingo, any chance for a maintenance release?


Yep, pretty high chance, as I really want to get rid of that $@ bug. As
for the new languages, I have to do some coding and generate a few new
fonts, as currently quite a few letters are missing.

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Re: [Pingus-Devel] Pingus 0.7.6 - Xmas 2011

2011-12-29 Thread Josh Dye
Amazing, everything seems to work now :-)
http://img714.imageshack.us/img714/3743/screenshot20111229at419.jpg


http://code.google.com/p/pingus/downloads/detail?name=Pingus-0.7.6-x86_64.dmgcan=2q=

On Dec 29, 2011, at 2:50 PM, Ingo Ruhnke wrote:

 On 29 December 2011 23:42, Ingo Ruhnke grum...@gmail.com wrote:
 On 29 December 2011 21:52, Josh Dye josh.jpeng...@gmail.com wrote:
 Yep, that fixed the colors, but while going through more levels,I found 
 another bug-
 http://img861.imageshack.us/img861/2433/screenshot20111229at124.jpg
 
 What output do you get from (latest from Git that includes Rmask/shift info):
 
 build/extra/image-info data/images/groundpieces/ground/snow/block2.png
 
 Have commited a potential fix.
 
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Re: [Pingus-Devel] Pingus 0.7.6 - Xmas 2011

2011-12-28 Thread Jonas Bähr

Am 28.12.2011 um 00:26 schrieb Josh Dye:

My build seems to have the same GFX problems
http://www.mediafire.com/?3ewihlbvrgrrn2e


This one does not even run here, as I've got an i386 system, while  
your build is x86_64:

-8---8---
$ Pingus.app/Contents/MacOS/pingus
dyld: unknown required load command 0x8022
Trace/BPT trap
$ file Pingus.app/Contents/bin/pingus
Pingus.app/Contents/bin/pingus: Mach-O 64-bit executable x86_64
-8---8---



On Dec 27, 2011, at 1:41 PM, Andy Milne wrote:


Hi there,

Editing the pingus script file successfully changed the language.  
Thanks!


I tried it on my 32bit snow leopard system and it works - and I see  
what you mean about some graphics not working.


Here's what I got when I run on the Lion 64bit machine:

Spatz:Applications andymilne$ Pingus.app/Contents/MacOS/pingus
Welcome to Pingus 0.7.6!

userdir: /Users/andymilne/.pingus/
datadir: Pingus.app/Contents//data
language:English (en)
sound support:   enabled
music support:   enabled
fullscreen:  disabled

2011-12-27 12:19:36.726 pingus[664:40b] Warning once: This  
application, or a library it uses, is using NSQuickDrawView, which  
has been deprecated. Apps should cease use of QuickDraw and move to  
Quartz.
pingus(664,0xac18e2c0) malloc: *** error for object 0x589674:  
pointer being freed was not allocated

*** set a breakpoint in malloc_error_break to debug
pingus(664,0xac18e2c0) malloc: *** error for object 0x589674:  
pointer being freed was not allocated

*** set a breakpoint in malloc_error_break to debug
pingus(664,0xac18e2c0) malloc: *** error for object 0x589674:  
pointer being freed was not allocated


The malloc error is repeated a few hundred times. Then finally at  
the bottom there's:

Bus error: 10

I googled a bit and I believe that QuickDraw support really has  
been removed in Lion. So, that's probably why it crashes.


Best regards,

Andy.





On Tue, Dec 27, 2011 at 11:32 AM, Jonas Bähr jonas.ba...@web.de  
wrote:

Hi,

Am 27.12.2011 um 19:55 schrieb Andy Milne:


Thanks for the Mac port. But, sorry to report it has a couple of  
problems:
1. It crashes as soon as I click on the play checkbox of any level  
that I select.


Please try to start pingus in a terminal, maybe it reports some  
errors there.
To do so, cd to the folder containing Pingus.app (e.g. cd / 
Applications/Games/), then execute Pingus.app/Contents/MacOS/ 
pingus

Here I get the following output:
88
$ Pingus.app/Contents/MacOS/pingus
Welcome to Pingus 0.7.6!

userdir: /Users/jonas/.pingus/
datadir: Pingus.app/Contents//data
language:German (de)
sound support:   enabled
music support:   enabled
fullscreen:  disabled

2011-12-27 20:30:10.229 pingus[328:613] Warning once: This  
application, or a library it uses, is using NSQuickDrawView, which  
has been deprecated. Apps should cease use of QuickDraw and move to  
Quartz.

88


2. It defaults to German, which is ok, but the --language option  
does not work to change it.


Sorry, that's my fault. I just saw that the language was selected  
at compile time instead of run time. To fix it, open Pingus.app/ 
Contents/MacOS/pingus using a text editor and change the second  
line to lang=what you need.

Currently the line reads lang=de but it should be:
--88--
lang=`defaults read .GlobalPreferences AppleLanguages | tr -d  
[:space:] | cut -c2-3`

--88--
Apparently I missed to escape the back ticks, so this was executed  
while I build pingus already.
Another problem with this language detection is, that it only works  
with two-letter codes, so something like pt_BR won't be detect  
correctly.



Which version of OSX should it work with? I'm running 64bit 10.7.2

I build it on 32 bit intel, using 10.5 Leopard. Here I can play  
levels but some graphics are missing.


bye,
Jonas





On Tue, Dec 27, 2011 at 5:33 AM, Ingo Ruhnke grum...@gmail.com  
wrote:

On 24 December 2011 23:45, Ingo Ruhnke grum...@gmail.com wrote:
 Pingus 0.7.6 is out, not much changes to the core game, but 10  
brand

 new Xmas themed levels.

 * added new SVG icons for Pingus
 * added 10 new xmas themed levels
 * added ability to sort levelsets by priority

 Download: http://pingus.seul.org

Jonas Bähr jonas.ba...@web.de build a MacOSX port of it,  
available at:


http://pingus.googlecode.com/files/Pingus-0.7.6.dmg

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Re: [Pingus-Devel] Pingus 0.7.6 - Xmas 2011

2011-12-28 Thread Josh Dye
Well, I commited some new mac scripts to git; I'll update the wiki next- they 
are much cleaner than the current makefile method.  Once we get the GFX probs 
worked out, maybe you  could do the 32-bit build?

On Dec 28, 2011, at 4:39 AM, Jonas Bähr wrote:

 Am 28.12.2011 um 00:26 schrieb Josh Dye:
 My build seems to have the same GFX problems
 http://www.mediafire.com/?3ewihlbvrgrrn2e
 
 This one does not even run here, as I've got an i386 system, while your build 
 is x86_64:
 -8---8---
 $ Pingus.app/Contents/MacOS/pingus
 dyld: unknown required load command 0x8022
 Trace/BPT trap
 $ file Pingus.app/Contents/bin/pingus
 Pingus.app/Contents/bin/pingus: Mach-O 64-bit executable x86_64
 -8---8---
 
 
 On Dec 27, 2011, at 1:41 PM, Andy Milne wrote:
 
 Hi there,
 
 Editing the pingus script file successfully changed the language. Thanks!
 
 I tried it on my 32bit snow leopard system and it works - and I see what 
 you mean about some graphics not working.
 
 Here's what I got when I run on the Lion 64bit machine:
 
 Spatz:Applications andymilne$ Pingus.app/Contents/MacOS/pingus
 Welcome to Pingus 0.7.6!
 
 userdir: /Users/andymilne/.pingus/
 datadir: Pingus.app/Contents//data
 language:English (en)
 sound support:   enabled
 music support:   enabled
 fullscreen:  disabled
 
 2011-12-27 12:19:36.726 pingus[664:40b] Warning once: This application, or 
 a library it uses, is using NSQuickDrawView, which has been deprecated. 
 Apps should cease use of QuickDraw and move to Quartz.
 pingus(664,0xac18e2c0) malloc: *** error for object 0x589674: pointer being 
 freed was not allocated
 *** set a breakpoint in malloc_error_break to debug
 pingus(664,0xac18e2c0) malloc: *** error for object 0x589674: pointer being 
 freed was not allocated
 *** set a breakpoint in malloc_error_break to debug
 pingus(664,0xac18e2c0) malloc: *** error for object 0x589674: pointer being 
 freed was not allocated
 
 The malloc error is repeated a few hundred times. Then finally at the 
 bottom there's:
 Bus error: 10
 
 I googled a bit and I believe that QuickDraw support really has been 
 removed in Lion. So, that's probably why it crashes.
 
 Best regards,
 
 Andy.
 
 
 
 
 
 On Tue, Dec 27, 2011 at 11:32 AM, Jonas Bähr jonas.ba...@web.de wrote:
 Hi,
 
 Am 27.12.2011 um 19:55 schrieb Andy Milne:
 
 
 Thanks for the Mac port. But, sorry to report it has a couple of problems:
 1. It crashes as soon as I click on the play checkbox of any level that I 
 select.
 
 Please try to start pingus in a terminal, maybe it reports some errors 
 there.
 To do so, cd to the folder containing Pingus.app (e.g. cd 
 /Applications/Games/), then execute Pingus.app/Contents/MacOS/pingus
 Here I get the following output:
 88
 $ Pingus.app/Contents/MacOS/pingus
 Welcome to Pingus 0.7.6!
 
 userdir: /Users/jonas/.pingus/
 datadir: Pingus.app/Contents//data
 language:German (de)
 sound support:   enabled
 music support:   enabled
 fullscreen:  disabled
 
 2011-12-27 20:30:10.229 pingus[328:613] Warning once: This application, or 
 a library it uses, is using NSQuickDrawView, which has been deprecated. 
 Apps should cease use of QuickDraw and move to Quartz.
 88
 
 
 2. It defaults to German, which is ok, but the --language option does not 
 work to change it.
 
 Sorry, that's my fault. I just saw that the language was selected at 
 compile time instead of run time. To fix it, open 
 Pingus.app/Contents/MacOS/pingus using a text editor and change the 
 second line to lang=what you need.
 Currently the line reads lang=de but it should be:
 --88--
 lang=`defaults read .GlobalPreferences AppleLanguages | tr -d [:space:] | 
 cut -c2-3`
 --88--
 Apparently I missed to escape the back ticks, so this was executed while I 
 build pingus already.
 Another problem with this language detection is, that it only works with 
 two-letter codes, so something like pt_BR won't be detect correctly.
 
 
 Which version of OSX should it work with? I'm running 64bit 10.7.2
 
 I build it on 32 bit intel, using 10.5 Leopard. Here I can play levels 
 but some graphics are missing.
 
 bye,
 Jonas
 
 
 
 
 
 On Tue, Dec 27, 2011 at 5:33 AM, Ingo Ruhnke grum...@gmail.com wrote:
 On 24 December 2011 23:45, Ingo Ruhnke grum...@gmail.com wrote:
  Pingus 0.7.6 is out, not much changes to the core game, but 10 brand
  new Xmas themed levels.
 
  * added new SVG icons for Pingus
  * added 10 new xmas themed levels
  * added ability to sort levelsets by priority
 
  Download: http://pingus.seul.org
 
 Jonas Bähr jonas.ba...@web.de build a MacOSX port of it, available at:
 
 http://pingus.googlecode.com/files/Pingus-0.7.6.dmg
 
 --
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 JabberID: 

Re: [Pingus-Devel] Pingus 0.7.6 - Xmas 2011

2011-12-27 Thread Ingo Ruhnke
On 24 December 2011 23:45, Ingo Ruhnke grum...@gmail.com wrote:
 Pingus 0.7.6 is out, not much changes to the core game, but 10 brand
 new Xmas themed levels.

 * added new SVG icons for Pingus
 * added 10 new xmas themed levels
 * added ability to sort levelsets by priority

 Download: http://pingus.seul.org

Jonas Bähr jonas.ba...@web.de build a MacOSX port of it, available at:

http://pingus.googlecode.com/files/Pingus-0.7.6.dmg

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Re: [Pingus-Devel] Pingus 0.7.6 - Xmas 2011

2011-12-27 Thread Andy Milne
Thanks for the Mac port. But, sorry to report it has a couple of problems:
1. It crashes as soon as I click on the play checkbox of any level that I
select.
2. It defaults to German, which is ok, but the --language option does not
work to change it.

Which version of OSX should it work with? I'm running 64bit 10.7.2



On Tue, Dec 27, 2011 at 5:33 AM, Ingo Ruhnke grum...@gmail.com wrote:

 On 24 December 2011 23:45, Ingo Ruhnke grum...@gmail.com wrote:
  Pingus 0.7.6 is out, not much changes to the core game, but 10 brand
  new Xmas themed levels.
 
  * added new SVG icons for Pingus
  * added 10 new xmas themed levels
  * added ability to sort levelsets by priority
 
  Download: http://pingus.seul.org

 Jonas Bähr jonas.ba...@web.de build a MacOSX port of it, available at:

 http://pingus.googlecode.com/files/Pingus-0.7.6.dmg

 --
 Blog: http://grumbel.blogspot.com/
 JabberID: xmpp:grum...@jabber.org
 ICQ:  59461927

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Re: [Pingus-Devel] Pingus 0.7.6 - Xmas 2011

2011-12-27 Thread Jonas Bähr

Hi,

Am 27.12.2011 um 19:55 schrieb Andy Milne:

Thanks for the Mac port. But, sorry to report it has a couple of  
problems:
1. It crashes as soon as I click on the play checkbox of any level  
that I select.


Please try to start pingus in a terminal, maybe it reports some errors  
there.
To do so, cd to the folder containing Pingus.app (e.g. cd / 
Applications/Games/), then execute Pingus.app/Contents/MacOS/pingus

Here I get the following output:
88
$ Pingus.app/Contents/MacOS/pingus
Welcome to Pingus 0.7.6!

userdir: /Users/jonas/.pingus/
datadir: Pingus.app/Contents//data
language:German (de)
sound support:   enabled
music support:   enabled
fullscreen:  disabled

2011-12-27 20:30:10.229 pingus[328:613] Warning once: This  
application, or a library it uses, is using NSQuickDrawView, which has  
been deprecated. Apps should cease use of QuickDraw and move to Quartz.

88

2. It defaults to German, which is ok, but the --language option  
does not work to change it.


Sorry, that's my fault. I just saw that the language was selected at  
compile time instead of run time. To fix it, open Pingus.app/Contents/ 
MacOS/pingus using a text editor and change the second line to  
lang=what you need.

Currently the line reads lang=de but it should be:
--88--
lang=`defaults read .GlobalPreferences AppleLanguages | tr -d  
[:space:] | cut -c2-3`

--88--
Apparently I missed to escape the back ticks, so this was executed  
while I build pingus already.
Another problem with this language detection is, that it only works  
with two-letter codes, so something like pt_BR won't be detect  
correctly.



Which version of OSX should it work with? I'm running 64bit 10.7.2


I build it on 32 bit intel, using 10.5 Leopard. Here I can play  
levels but some graphics are missing.


bye,
Jonas





On Tue, Dec 27, 2011 at 5:33 AM, Ingo Ruhnke grum...@gmail.com  
wrote:

On 24 December 2011 23:45, Ingo Ruhnke grum...@gmail.com wrote:
 Pingus 0.7.6 is out, not much changes to the core game, but 10 brand
 new Xmas themed levels.

 * added new SVG icons for Pingus
 * added 10 new xmas themed levels
 * added ability to sort levelsets by priority

 Download: http://pingus.seul.org

Jonas Bähr jonas.ba...@web.de build a MacOSX port of it, available  
at:


http://pingus.googlecode.com/files/Pingus-0.7.6.dmg

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Re: [Pingus-Devel] Pingus 0.7.4

2011-10-10 Thread Jason Green
On Mon, Oct 10, 2011 at 11:39 AM, Ingo Ruhnke grum...@gmail.com wrote:
 At long last, Pingus 0.7.4 is out...

Congrats on the release!

I haven't been active on this game in years, but I'd like to thank
you, Ingo, for welcoming me into the project in the first place.

Mostly because of all I learned while working on Pingus, then Wine,
I've been fully employed in the games industry for the last six years
and love it. So thanks again for letting me help out (and break a
bunch of stuff in the process ;-).

I'll have to take a look at the new build soon and give it a spin.
Good to see the game is still alive and well.

Jason

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Re: [Pingus-Devel] Pingus 0.7.3.5 (escape from aliens) released

2011-05-12 Thread Oliver Adams
Hi,

I currently use a symlink for my installation.
What you think of officialize this one?

 % ln -s build/pingus
 % ./pingus

I think that would be a good thing to do.

Can you play new levelset and send a report here for promote commit
upstream (on official repository)?

Sorry, what do you mean by report?

Oliver

On 11 May 2011 17:08, Gabriel Rota gabriel.r...@gmail.com wrote:

 Il giorno mer, 11/05/2011 alle 15.53 +1000, Oliver Adams ha scritto:
  In INSTALL.unix, you might want to change the run instructions to run
  build/pingus. Since if you move to the build directory, and
  run ./pings I get:

 Hi,

 I currently use a symlink for my installation.
 What you think of officialize this one?

  % ln -s build/pingus
  % ./pingus

 Can you play new levelset and send a report here for promote commit
 upstream (on official repository)?

 Thanks in advance!
 Gabriel

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Re: [Pingus-Devel] Pingus 0.7.3.5 (escape from aliens) released

2011-05-11 Thread Gabriel Rota
Il giorno mer, 11/05/2011 alle 15.56 +1000, Oliver Adams ha scritto:
 Is there a way to make it so the program produces no sound?

hi,

try this, -s disable sound, -m disable music
./pingus -s -m



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Re: [Pingus-Devel] Pingus 0.7.3.5 (escape from aliens) released

2011-05-11 Thread Gabriel Rota
Il giorno mer, 11/05/2011 alle 15.53 +1000, Oliver Adams ha scritto:
 In INSTALL.unix, you might want to change the run instructions to run
 build/pingus. Since if you move to the build directory, and
 run ./pings I get:

Hi,

I currently use a symlink for my installation.
What you think of officialize this one?

 % ln -s build/pingus
 % ./pingus

Can you play new levelset and send a report here for promote commit
upstream (on official repository)?

Thanks in advance!
Gabriel


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Re: [Pingus-Devel] pingus patch

2009-11-22 Thread Pacho Ramos
El dom, 22-11-2009 a las 18:00 +0100, Joop Boonen escribió:
 Dear Developers,
 
 Can the attached patch please be applied to the pingus source code.
 
 It are missing includes. The patch is created by various openSuSE people.
 
 Regards,
 
 Joop.
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I have also seen a lot of recent changes in SVN tree, will be a 0.7.3
version released soon?

Thanks for the info :-)



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Re: [Pingus-Devel] pingus tunneling through blockers - engine bug?

2009-04-03 Thread Ingo Ruhnke
2009/4/3 Blink Blinken blinkblin...@googlemail.com:
 I'm playing svn revision 3985 of pingus.
 Find attached a demo of
 pingus/data/levels/playable/if_only_i_can_fly_-_wayne_shelley.pingus
 where the pingus are sort of tunneling through a row of blockers.

Yep, that definitively looks broken, not quite sure what is going on
there. I am currently a little busy with another project.

 I've also made a diff that allows single-stepping the game in pause
 mode with the S key.

I don't like the use of global variables and the use of GlobalEvent,
might be cleaner to route the whole thing through the input system and
make it a proper game function. But then maybe I am wrong, as
single-stepping is kind of more a debug hack then a proper game
function, have to think about it some more.

-- 
WWW:  http://pingus.seul.org/~grumbel/
Blog: http://grumbel.blogspot.com/
JabberID: xmpp:grum...@jabber.org
ICQ:  59461927


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Re: [Pingus-Devel] Pingus more levels

2008-06-14 Thread Philip Macpherson
Go to the terminal and type something like

pingus
/usr/share/games/pingus/data/levels/volcano/volcano2-grumbel.pingus

You can find the level names in
pingus /usr/share/games/pingus/data/levels or download more here:
http://www.xskat.de/pingus/pingus.html

On Fri, Jun 13, 2008 at 3:17 AM, Sidney Costa Goulart [EMAIL PROTECTED]
wrote:

 Hello! I´m brazilian and my english is the worst rsss.
 I wanna know how to play the levels in the levels directory or in the
 playable directory. The only option that appear to me in game is Levelsets.
 In levelsets the single game is Halloween. My version is 0.7.2.
 Thanks
 Sidney

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Re: [Pingus-Devel] Pingus is fantastic!

2006-11-07 Thread Aggro
--- Lloyd D Budd [EMAIL PROTECTED] wrote:

 If I can help please let me know.

Here is a list of things that should be fixed or
implemented:
http://www.cmhousing.net/pingus/wiki/pmwiki.php/Main/Bugs



 

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